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Osaka

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A member registered Dec 28, 2023 · View creator page →

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ah yes, sorry, i don't think i finished my full thought there... what i meant was... when your point of view (pov) feels sluggish and slow to look around/maneuver,  it adds to the element of horror where you feel like you don't have full control at all times. It feels almost like a handicap (it takes time to look around, so you cant always be sure something isn't sneaking up on you). What i prefer is a higher sensitivity when it comes to camera handling in these kinds of games. Perhaps a slider in some settings would be good for this? After all it's a personal preference thing.

Id love to retry this down the line with a little more expansion, if you need a someone to give feedback or play-test once its been expanded a bit, feel free to message me.

thanks. It's different for sure and perhaps not what people might expect is "fun", but it was an interesting game to make, so I'm happy to have done it. Congrats on your successful maneuver and thanks for checking it out. :)

I understand. Thats a nice simple way to do it i suppose. I possibly would have used ray casting instead, that way you could have variable safe zones in your light. Once i noticed that the block covering the light source actually had no effect on the hit box i made sure to push all the obstacles to where i expected you wanted them. 

Troll game be trollin'

but i know da wae


good game... not fun... but good.

Pretty good. Had some real issues with fps when you start to burn in the sun for me, otherwise. Its a solid little tower defense. My only issues would be the Ui being so big., maybe having  some way to hide it when the mouse goes over it might be a quick fix? or a button that lowers it or raises it when you need it. Getting rid of the box around all the various health bars and reducing it to just the hearts would help a lot too! 

Still, good little game! great job!

pretty cool. I liked the feel of the player character, chunky and a bit slow like the sprite suggests. Like others have said, its kind of reverse to the prompt , but your sound design is great! the animal crossing style blub,blub,blub style voice fitted perfectly too. I think overall, the cohesiveness of this game is on point. Good job!

congrats on your first ever game! I loved it. Few tough bits but felt like a skill challenge rather than luck which is great game design. Honestly i played it without sound the first time and had to go back to check the sound for your rating and the rabbit sprite got even cuter listening to it bounce! great job! loved it. Interesting game mechanic and execution. Plenty of room for expansion or refinement!

If i had any suggestions  for next steps, perhaps i might suggest that you just make the rabbit run automatically and theme your levels around that instead? It was very rare that i actually died to the light that chases you, it was almost always from miss-timing a lane change into a not quite changed yet lamp. With the exception of only a couple of levels, most of the game i spent with my finger glued to the D key and just toggled the W and S anyway. Think Bit-Trip Runner, but you know... dark and rabbity.

You could also add a foreground track too, or perhaps an endless mode that would spawn the lights (and whatever else you wanted to add) dynamically. 

games like this are a joy to play and are certainly an excellent choice for a first game. Excellent job! Well done!

its pretty good... 2 things i might suggest...

1. move the level names. theres levels where they cover important things like the player or vital platforms. waiting for 5 seconds for them to be revealed is kinda frustrating...

2. you should change the font. that last level doesn't say FINAL at a glance... it says something completely different 

hahahahaha. 

I enjoyed the bounce mechanic and beat all the levels. 20 was a toughy but once I found the strat, it was fine.

good job!
 

I mean it is a nice little platform game. It just doesnt really have anything to do with the theme. Like other comments the player character feels a bit too fast and light. Wait, i might have just found the theme? she was light and therefor dangerous? lol

still though. Its a good start to a platformer. 

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its pretty good for something you just threw together with AI and little input from yourself. I like the setting but like the other comments said, the UI left me longing for something a little more polished. Still, good effort. Enjoyable game.

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man, that intro... i was in!

just... one little thing...

you cant jump on the entire floating platform. i have no idea why, but there are many of them that when you reach the end, you cant jump off. leading to frustrating unfair deaths that make you have to do the entire thing from the start. This meant, when the music was like... "go go go you can do it, go kill the glowing core!" you had to fight your instincts. I had to literally test every single platform to see if i could jump at the end of it, or if i had to back up and jump from further back than felt natural.

still, i killed the core, and saved the future. i'm proud. you should be too! good game.

perhaps i wasnt good enough but the beat never changed?  interesting little rhythm game though. Terrifying blue screen ending lol.

i love all of your little sprites. I think it might benefit from adding the number pad 1 & 2 to your cake and portal spawn key binds. The mothies move fast and so being able to use your abilities instantly and easily would make the game a bit fairer. Otherwise, good job!

fun and great to look at, Its very hard to not break it when you can run through walls like Kitty Pryde. Although i don't speak it, I appreciate that it has a Spanish language option. 

this game was created in 2024... long before the jam you have submitted it to... 

bit spooky for a game about mowing the lawn! lol

fun though. I like that the world borders are solid, you could even expand the game by using different shapes you have to navigate, like an ever rotating puzzle or the spinning bonus stages from the early sonic franchise.

i played for a while and never reached an end screen so i'm assuming there isn't one, which is fine if the game is just to get a high score. but does get a little repetitive quickly.

i liked your sprites, especially the fire with the face. 

Sorry to hear you couldn't do more in the time frame, but the core concept is there and the avoiding light mechanic. I also really liked your vampire sprite, i thought he was adorable!


horrifying 5 stars lol...

Honestly, it was great but what really stood out was the attention to audio detail. I spent most of the time being sneaky and blasting those mf's from afar because i quickly realized how scary it is backing up shooting in pitch black. What that made me appreciate was the gasp they make as they die... when your only light is the muzzle flare, it really helps you know if you can stop shooting or not.

personally when i play a shooter like this i like a bit more control over my POV, the sluggish nature lends itself to the loss of control in a shooter, but also makes it a little less natural to control.

otherwise. genuinely great! i would play an expanded version.

super unforgiving, couldnt get passed level 2. I liked what i played but did want some music. I get the feeling that removing the hub world and adding a timer for a speedrun mode might be great fun for anyone dedicated enough to git gud. I also experienced a weird bug whilst retrying level 2 repeatedly, after about 20 retries my game stopped letting me attack, which meant i was completely soft locked with no way past the first enemy.
otherwise i love the aesthetic and the core idea behind it. Wish i was good enough to see more of it.

it was great. really took me back to playing games in the early 90's.

i missed some music, even just a little bit to give it some ambience.

art was cute, later levels were clever. if you expanded the level pool id happily play more.

i liked it, the physics were nice, had a few moments where the light detection was a bit funny, for example if a box didn't fully cross a hole and instead fell in (which still blocked it) you would still die. Getting stuck against walls probably isn't an intended mechanic, but could be a good way to lean into the puzzles and make them a bit more vertical, perhaps by allowing wall jumps. The light rays didn't feel overly pixel art which meant the rest of the level also didn't, but, overall its a fine game. good job!

awesome. i had no issues whatsoever playing it, loved every moment, and want to boop the protagonist.
great boss fight too! genuinely a lovely little game, all i wanted was more.

honestly great little game. I loved the cutscene at the start and had a lot of fun between waves just circling my crystal spinning my mouse to make my character rock out to the music. 
couple of user-friendly upgrades to it might be....


a pause menu - my run was already frantic when i realised i needed to pee and found out i couldnt pause. But it did help with the edge of your seat experience.

a heal to full button - clicking individually for every 10 health is brutal when the max is in the thousands, a little heal to full would make this so much better and mean you didnt have to choose between healing or picking an upgrade if you can afford both

disabling the beam during the night while your picking upgrades - if you implement a heal to full option as suggested above this is not as important but... there were many waves where i started and couldn't fire my beam because it was overloaded due to clicking so much to heal and not realizing i had the narrow beam selected.

perhaps starting the enemies a little further away from the beacon - in the later stages there were a couple of big guys that spawned at the minimum distance from the beacon, because it takes about 5 to 6 seconds to kill one even with lv3 narrow beam, this meant that the other had plenty of time to reach the beacon and decimate its health bar.


im not sure how it happened, or what happened but somehow i flipped your health bar? perhaps because i was healing in chunks of 5 or 6 clicks.?


but overall i had great fun. excelent game. heres my score.

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love it. the only things of note i have are... maybe a little prompt that says shift to run in game and not just on the page might be cool and... i don't think its intended but your decorations on the walls of the rooms still have hitboxes so your player sprite gets caught on them, leading to the occasional annoying death. I was playing the 64x version and it ran great! great job!

edit after continuing to play:
You might also benefit from having a sligtly move forgiving hit box on the sprite, if you are to assume that the light is on the floor, then a hit box that is only the bottom half of the player sprite might feel more natural and a little more forgiving.?
still, i went back to keep playing, so that should say a lot! :)

cute vampire survivor clone.  super unoptimised for Android though I was getting max 6 fps hahaha. Also, coulda done with looping the music. Otherwise, good effort.

i like it a lot. good job.

I'm no authority, but jams are more about having fun than sticking to the theme. It's better if the game does. But they tend to be more about community, skill building and fun in general. I expect they will get back to you and say it's fine. But if you can add something that makes light dangerous in your game, in whatever form that means to you. Then that might be a fun way to push yourself and think outside of the box?

https://osakakun.itch.io/jankspasswordhunt

I'm guessing that feedback ain't happening anymore. Unless I've missed something somewhere. Oh well.

thank you! i knew i would at least need music in the game and i really had to look hard to find a track that fit both the pixel art and the idea of a character who is maybe not the most likeable. I probably listened to a hundred tracks before i settled on that loop.

谢谢你玩我的游戏。 我正在努力制作更多更好质量的游戏。

No worries! Thanks for giving it a shot. Happy to hear you liked my characters! :)

no need to apologize.  I had fun!

Super Impressive concept. Quite a learning curve when you first start playing, but fun once you get the hang of it! Great job!

Solid game. Only thing i want is more lol. UI feels sensitive and responsive. Dialogue is funny. Overall great game. Well done!

i found you! <3

I had to go back to the game page after booting it up and being like... none of my buttons work! but once i realised i needed to be dragging and dropping i really enjoyed your game. It would be nice to have an in game way of learning the controls. including... that all important R to reset, which isnt even on the game page :P Honestly this is a good concept and fun to play.  Great Job!

haha, im sorry for your hand. The original idea was to have the game be timed to see how fast you could complete it, but i actually really like your idea. Thanks for the good feedback! :)

Not that it matters becuase the games great without it, but perhaps an easy "fix" is to have 2 hitboxs with different visibility layers, one for projectiles that is essentially what you have now and one for aoe's that is just the lower body. it might also be useful for doing other fancy attack paterns down the line.

the movement felt good, as did the combat. the sounds fit nicely. overall this is very well executed. I felt like the cannons hit me even when i was standing outside of the circle which led to a couple of runs ending earlier than i would have liked, especially when i was trying to dodge lots of projectiles at the same time. But it could just be me not being very good. Otherwise, this is a very fun and complete feeling game. Great Job!